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Heoquest 40K

Discuss other HeroQuest expansion topics that do not fit into the above categories.

Re: Heoquest 40K

Postby WittyDroog » January 31st, 2012, 10:20 am

I have the recent reiteration of Space Hulk which, to be frank, feels like 40k HeroQuest. Given the modular board tiles it feels more like Advanced HQ but you get the drift. Space Hulk is painfully difficult for the player, as it should be given the context (A small team of Terminators on a Space Hulk, or dead ship, filled with aliens that can rip through armor like butter). It also has a "Quest Book" that players could most certainly come up with missions on their own. Despite the ranged combat the game is in tight corridors and cramped rooms, really giving a sense of claustrophobia, especially since the heavy Terminator suits mean that turning around can be a hassle, making not only your position but also your facing dramatically important as the creatures get an advantage for attacking your flanks or rear.

If you want to strive for the feeling and tone of 40k, you should really check out Space Hulk. Its bleak, hopeless, downright impossible, but at the same time really fosters a nature of teamwork and watching out for your fellow brother. Players will often sacrifice their own character in order to stand and blast scores of bullets down a tight corridor filled with the a wave of tooth and claw, becoming a barrier of metal, flesh, and hatred while his brothers escape to safety. Really you need to capture that feeling if you want it to be truly 40k.

In the words of the Imperium: "Life is the Emperor's currency. Spend it well"
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Re: Heoquest 40K

Postby Patroclus » February 1st, 2012, 6:17 am

You have a point about the space crusade’s combat, and I’ve try too to find a relation between the two combat systems given that I keep the HQ’s defense scores and life points (1 D for Grechins, 2 D for the orcs, etc). I hope it helps... I believe that the attack dices should look like the following:
1 white (SC) = 1 combat (HQ)
2 whites (SC) = 2 combat (HQ)
1 red (SC) = 2 combat (HQ)
1 red + 1 white (SC) = 2 combat and one reroll if he wants to (HQ)
2 reds (SC) = 3 combat (HQ)
2 reds+1 white (SC) = 3 combat and one reroll (HQ)
2 reds+2 whites (SC) = 3 combat and two rerolls (HQ)
3 reds (SC) = 4 combat (HQ)

So, the weapons of space crusade, its expansions and the white dwarf magazine have the following combat dices:

Bolter-Bolt Pistol-Power Sword-Shuriken Catapult: 2 whites (SC). The basic weapon of heroes (marines) it should be 2 combat (HQ)
Las-Cannon: 1 red (SC). A weapon that hits three times with 1 red each should be like 2 combat dices each time (HQ)
Shuriken Cannon-Terminator’s Power Fist-Terminator’s Storm Bolter: 1 red + 1 white (SC). It should be like 2 combat dices each time rerolling one dice if he wants to (HQ)
Heavy Bolter-Assault Cannon-Missile Launcher-Plasma Gun-Power Axe-Power Glove-Tarantula-Terminator’s Thunder Hammer-Terminator’s Heavy Flamer- Terminator Commander’s
Storm Bolter-Terminator’s Power Sword: 2 red (SC). The basics heavy weapons should be 3 combat dices (HQ)
Terminator’s Assault Cannon: 2 reds+1 white (SC). It should be 3 combat dices with one reroll (HQ)
Terminator’s Lightning Claws: 2 reds + 2 whites (SC). It could be 3 combat dices with two rerolls (HQ)
Fusion Gun-Conversion Beam: 3 reds (SC). The extremely lethal weapons should be 4 combat dices (HQ)

With that in mind, a typical group of four marines and one commander will look like this:
1# Marine with bolter: Attack 2(2), Defense 2
2# Marine with assault cannon: Attack 3(2), Defense 2
3# Marine with missile launcher: Attack 3(2), Defense 2
4# Marine with plasma gun: Attack 3(2), Defense 2
5# Commander with Power Axe and Bolt Pistol: Attack 3(2), Defense 2
Though it looks like 4 Barbarians and 1 Elf if you give them the right Life Points I think you can make it work.

I want to hear your opinion... |_P


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Re: Heoquest 40K

Postby polymathis » February 7th, 2012, 7:36 am

Ok, so here's our beta ruleset, just for fun. Couple of comments:
- artwork is temporary until we can make our own; the current images have been ripped from Google without permission of the owner - in infringement intended etc.
- original scans were re-used from the very useful http://johnliu.net/spacecrusade-resource/2011/2/15/space-crusade-resources-reloaded.html and http://zenseeker.net/Kid/StarQuest.htm
- additional ideas were 'adapted' (again, no infringement intended) from http://zenseeker.net/Kid/StarQuest.htm and various posts at Mortis' excellent site at http://the-lost-and-the-damned.664610.n2.nabble.com/Space-Hulk-and-Space-Crusade-f665089.html
- if you use these rules, our weapons stats may be overpowered for your taste, in which case I recommend Patroclus' excellent rules elsewhere in this thread for a more balanced approach...

Rulebook - https://rapidshare.com/files/2191534891/Starquest_Rulebook.pdf
Character Sheets - https://rapidshare.com/files/1315650979/Starquest_Character_Sheets_Large.pdf
Heroes - https://rapidshare.com/files/4178032690/Hero_Boards.pdf
Orders - https://rapidshare.com/files/3185112858/Orders1.pdf, https://rapidshare.com/files/1106407096/Orders2.pdf & https://rapidshare.com/files/453595340/Orders3.pdf
Psi Powers - https://rapidshare.com/files/3836423550/Librarian_Psi.pdf, https://rapidshare.com/files/3997208153/grey_psi_1.pdf & https://rapidshare.com/files/2383981998/Grey_Psi_2.pdf
Equipment - https://rapidshare.com/files/2784540822/Armoury.pdf
Enemies - https://rapidshare.com/files/3111011805/Enemy.pdf

Event cards and our first few mission books still to follow.
Hope you enjoy.
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Re: Heoquest 40K

Postby polymathis » February 8th, 2012, 4:16 pm

And heres the rest of the basic set:
Event Cards - https://rapidshare.com/files/2620706308/Events_1.pdf, https://rapidshare.com/files/2163693598/Events_2.pdf, https://rapidshare.com/files/33585312/Events_3.pdf, https://rapidshare.com/files/1625531211/Events_4.pdf, https://rapidshare.com/files/3795820192/Events_5.pdf, https://rapidshare.com/files/2632343469/Events_6.pdf & https://rapidshare.com/files/3530180767/Event_Backs.pdf

And the first set of Missions, adapted from the Sapce Crusade Mission Book: https://rapidshare.com/files/3950504401/Mission_book_1_-_Abomination.pdf

We're enjoying our playtests - please let me know if anyone else ever has the time to give it a go!

I'll probably post some more missions from time to time as we play through the SC expansions and some old Space Hulk missions...
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Re: Heoquest 40K

Postby Patroclus » February 9th, 2012, 4:16 am

You must tell that a hero can Scan a room only if there are no aliens in the line of sight.

I like the idea of orders and mission points. Though, some of the mission points are overpriced (as the medi-kits) but I think it can be fixed with special treasures (in scenarios) or easier quests.

I don’t like that the heroes can move with fixed numbers of squares without rolling dices.

About the character sheets, I think it could be better if you give a list with attack dices per weapons, and defenses per armors. Because in Warhammer, every miniature is almost different and each player should know how to put the status for his miniatures. Also, 6 Attack is very overpowered, it is something like “every round I do damage”, but if your missions have tons of enemies, it could be not enough :P

The only changes I will do to my play are:
a) roll 2D6 for movement (you can make an exception for fast units adding +X squares)
b) enemies can’t charge to melee combat at will when the board have narrow rooms (as the Heroquest’s board). If the hero stops to an adjacent square(or attacks with melee), only then “this” enemy can begin to fight “him” back with melee attacks.
c) The doors should always be two squares wide (put two doors of HQ side by side)
d) I won’t use events.
e) for soloing, the enemies should always try to hit the hero with the less body points (the weaker hero), so the player mast try to always cover him. If two or more heroes have the same body points, enemies should try to kill the most valuable hero(the one with the greater attack for example), and finally if nothing of this works you can roll a dice with equal possibilities. Maybe the fans of warhammer quest could like the token solution, “the warrior counters”, where you separate the enemies between players equally (every room used to have the same type of enemies and could be separate easily) and if there was an odd number of enemies you were drawing a token without looking.

Your work is great and I will test your missions soon!Maybe I’ll post some photos too...


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Re: Heoquest 40K

Postby polymathis » February 9th, 2012, 8:39 am

@patroclus - thanks for the feedback!

Good call on the Scanning rule - although I don't think my players will ever be silly enough to let me take a free shot at them by scanning when an enemy has the drop on them! You may be right on the Medikit being overpriced as well - as we play, I'll see how many player kills I rack up :twisted: - the high cost is also balanced somewhat by a couple of event cards that heal the heroes; if you are not using events then Med kits should definitely be cheaper...

On movement, we stuck with the SC fixed movement because its a result of how heavy your primary weapon and/or armor is, and so balances some of the 'chunkier' heroes who hit harder by slowing them down. If you downgrade the weapon dice to your conversion rules then returning movement to 2d6 would be a good balance, I think.

I agree that At6 is a little hard hitting, but it suits our personal play style - you should see some of their HQ characters! Also, we thought that being blown up with a great big cannon should probably hurt more than being hit with a sword, but I take your point in terms of balance...

Would love to see any photos you come up with, or any other ideas that come up through play... |_P
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Re: Heoquest 40K

Postby Patroclus » February 23rd, 2012, 12:54 pm

Before I start the demonstration of the game with photos, I find it necessary to create a character builder first. So, I have written this document as the rules for character creation. My English are not the best, so if anyone wants to, please correct the grammatical errors and send me the document to post it back. I will add you as special thanks of course. If polymathis wants to add this in his pdf rulebook, there is no problem and I would be glad to.

https://rapidshare.com/files/3155089352/Starquest_Character_Builder_v.01.docx


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Re: Heoquest 40K

Postby polymathis » February 23rd, 2012, 4:07 pm

Patroclus wrote:Before I start the demonstration of the game with photos, I find it necessary to create a character builder first. So, I have written this document as the rules for character creation. My English are not the best, so if anyone wants to, please correct the grammatical errors and send me the document to post it back. I will add you as special thanks of course. If polymathis wants to add this in his pdf rulebook, there is no problem and I would be glad to.

Hey, these are great - a really good idea. We'll give them a go next time my players get bored with our predefined heroes...

... and you were right on the Medkits too - we've dropped the cost down after numerous fatalities!
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Re: Heoquest 40K

Postby Patroclus » March 11th, 2012, 5:43 am

A small demonstration:
Image


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Re: Heoquest 40K

Postby Patroclus » March 11th, 2012, 5:44 am

Image


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